• Resources
    • Mental Health
    • Expert Content
    • Blog Posts
    • FAQ
  • Programs & Services
    • Accelerate
    • AFK Rooms
    • Ambassadors
    • Industry Consulting & Workshops
    • Events
  • About Us
    • Branding
    • Governance
    • Our Team
    • Talks and Panels
    • Recent Press
  • Support Us
    • Pixel Patrons
    • Donate
    • Newsletter
    • Merch
  • Donate
  • Merch
Take This Logo
  • Resources
    • Mental Health
    • Expert Content
    • Blog Posts
    • FAQ
  • Programs & Services
    • Accelerate
    • AFK Rooms
    • Ambassadors
    • Industry Consulting & Workshops
    • Events
  • About Us
    • Branding
    • Governance
    • Our Team
    • Talks and Panels
    • Recent Press
  • Support Us
    • Pixel Patrons
    • Donate
    • Newsletter
    • Merch
DonateMerch
Menu

Expert Content » Mental Health · COVID · Research · Identity Series · Burnout Series

Original Research

A collection of recent research and white papers by Take This staff and in collaboration with expert academic and industry partners.

Featured Research:

Perceptions of Harm in Online Gaming: Insights from Players and Industry Professionals
Perceptions of Harm in Online Gaming: Insights from Players and Industry Professionals

This potential misalignment on harms between the service provider (i.e., company) and user has seen some attention in social media spaces, but there remains limited research on whether industry professionals and players are aligned in the severity of different types of harms in gaming spaces. To gain insight into these lingering questions and potential discrepancies, we conducted an online survey evaluating the perception of severity and prevalence of a range of online harms among game players and trust and safety professionals from the gaming industry.

Read more >>
Toxicity and the Bottom Line: The Impact of Hate and Harassment on Player Retention and In-Game Purchases
Toxicity and the Bottom Line: The Impact of Hate and Harassment on Player Retention and In-Game Purchases

Player safety is of utmost importance for game makers. However, it is often a revenue based argument that is most influential for enacting meaningful policy change. To facilitate creating a stronger business case for prioritizing resources to address toxicity, we surveyed 2,408 players about their trust and safety expectations and experiences in gaming spaces as they relate to hate and harassment.

Download Now!
Empowering the Game Industry: Strategies for Addressing Hate, Harassment, and Extremism in Online Communities
Empowering the Game Industry: Strategies for Addressing Hate, Harassment, and Extremism in Online Communities

The game industry has struggled to effectively mitigate various forms of disruptive behavior in games. Peer-to-peer social disruptions are of particular concern, such as sharing hate speech, harassing other players, and the propagation of extremist rhetoric. Most players have witnessed the expression of hate speech,1 and witnessed or been a direct target of harassment with a significant proportion experiencing sustained harassment over time. The prevalence and intensity of these experiences are magnified among marginalized communities, such as women and people of color. Extremist rhetoric is also commonplace, with extremist ideologies such as misogyny, racism, Islamism, white supremacy, and white nationalism being reported as relatively commonplace occurrences.

Download Now!
Harassment of Game Makers: Prevalence and Impact
Harassment of Game Makers: Prevalence and Impact

Online harassment is a relatively commonplace occurrence in the video gaming industry and player communities. A lack of diversity has unquestionably contributed to the high levels of such incidences. In this paper, we take an exploratory approach, via a cross-sectional observational study, to evaluate the harassment of game industry professionals on social media.

Download Now!
Culturally justified hate: Prevalence and mental health impact of dark participation in games
Culturally justified hate: Prevalence and mental health impact of dark participation in games

Hate, harassment, and other forms of so-called “toxicity” are colloquially discussed as normalized activities in gaming spaces. However, there are several challenges that have limited researchers’ ability to assess this normalization in terms of the prevalence, nature, and embeddedness of these deviant practices. This work addresses those challenges directly and assesses the rates of dark participation, their mental health impact, player mitigation strategies, and player perceptions around the cultural normalization of these actions within gaming communities. The results provide empirical support for high rates of dark participation in games, a range of mental health consequences to these actions, as well as the endorsement of the culturally justified acceptance of these behaviors within gaming spaces.

Download Now!
Dark Participation in Games
Dark Participation in Games

This article provides the first comprehensive cataloging and overview of dark participation in games. This includes defining these behaviors, cataloging their variants, and discussing their social and psychological impact and their potential underpinnings.

Read more
Extremism in Games: A Primer
Extremism in Games: A Primer

Concerns about the extremist exploitation of digital games has been increasing in recent years. These worries are centered on both direct (targeted recruitment efforts) and indirect (normalization of extremist sentiment in gaming spaces) radicalization of game players. Given the centrality of digital games in today’s entertainment ecosystem, these concerns are warranted: Today, digital games are larger than the television, film, and music industries combined and nearly one-third of the world plays video games.

Read more
Not Just a Game: Identity Fusion and Extremism in Gaming Cultures
Not Just a Game: Identity Fusion and Extremism in Gaming Cultures

A collaboration between Take This and the University of Texas at Austin, this research paper explores the role of identity fusion as one potential mechanism through which extremist ideology may permeate through game players and gaming communities.

Read more
Toxic Gamers are Alienating Your Core Demographic: The Business Case for Community Management
Toxic Gamers are Alienating Your Core Demographic: The Business Case for Community Management

While not often talked about in public spheres, there seems to be a widely-held assumption that hate and harassment in gaming spaces (often discussed under the umbrella of ‘toxicity’) remain a cornerstone of these communities because so-called “toxic players” are believed to constitute a significant proportion of consumers. This idea has fueled an unsubstantiated fear that improved moderation efforts against these behaviors would essentially moderate out a core game playing demographic. But is this the case?

Read more
Gender Discrimination in the Game Industry
Gender Discrimination in the Game Industry

The Game Awards Future Class represents the best and brightest in games. Within their inaugural year, the 2021 Future Class organized a “Class Project” to draw attention to a pressing or challenging issue within games and propose solutions for the future. This year, the future class focused on gender-based discrimination, which is a growing topic of concern within the games industry specifically.

Read more
Moderation Challenges in Digital Gaming Spaces
Moderation Challenges in Digital Gaming Spaces

Despite the fact that most game players seem to be utilizing voice chat to communicate within gaming spaces, it has received little attention when it comes to moderation efforts. As a consequence, it remains unclear to what extent verbal communication reflects the same levels of hate and harassment as has been documented in text-based communication within gaming spaces.

Read more
Crunch Hurts: How Unmitigated Overwork Harms Employee Health, Productivity, and Your Studio’s Bottom Line
Crunch Hurts: How Unmitigated Overwork Harms Employee Health, Productivity, and Your Studio’s Bottom Line

In 2016, Take This released its first white paper, Crunch Hurts, outlining the harmful effects of long-term, cultural crunch for game developers.

Read more
Designing Games to Challenge the Stigma Around Mental Health
Designing Games to Challenge the Stigma Around Mental Health

Designing Games to Challenge the Stigma Around Mental Health was written by Take This intern and York University PhD student Matthew Whitby and our research director Dr. Rachel Kowert. It is a practical tool for game designers to help them build games that actively challenge stigma around mental health – or, at least, not contribute more to stigma.

Read more
State of the Industry 2019: Mental Health in the Game Industry
State of the Industry 2019: Mental Health in the Game Industry

In collaboration with industry insiders and clinical experts, Take This released a State of the Industry white paper in July 2019 outlining areas of opportunity and concern in the industry, and identifying areas of new research and work for industry working groups and partners, including the Fair Play Alliance, IGDA Foundation, and Take This-convened working groups in HR and game play.

Read more
Take This Logo

9805 NE 116th St
Suite 7411
Kirkland, WA 98034

Take This, Inc. 2021
EIN: 46-3882735

  • Twitter
  • Discord
  • Twitch
  • YouTube
  • Facebook
  • Instagram

Take This is a mental health nonprofit decreasing stigma and increasing support for mental health in games.

We are a 501(c)(3) non-profit mental health organization providing comprehensive resources and support that is tailored for the unique needs of the game development community and embraces the diverse cultures and issues of the game community. We combine clinical best practice with a love of all things gamer, providing a safe, accepting space for gamers and developers. We work in a spirit of partnership with other organizations addressing these issues among game enthusiasts, streamers, and creators.

Find ResourcesDonate
  • Recent Press
  • Contact Us
  • Sitemap
  • Privacy Policy
  • Terms of Service
©2025 Take This